Removing Crit from the game (please actually read before having thoughts about my intent)
This is not a salt post about Yasuo, Tryndamere, or just crit in general. I honestly find crit to be fairly balanced by probability but on occasion it can sway a fight in favor of one person or another when statistically the fight should have gone the other way. Here is how I would go about it as a designer. I would change it so all crit chance is changed with halved values of increased basic attack damage.
Crit runes -> increased basic attack damage

+5% basic attack damage

+10% basic attack damage

+70 Attack damage +10% basic attack damage +10% CDR
Unique passive - gain cdr equal to 10% of your bonus AD from other items up to 20% at 200 bonus AD.
Unique passive - gain mana equal to 5% of the physical damage you deal.

Changed to

+100 Attack damage
Unique passive - Basic attacks deal 50% more damage (multiplicative with all other bonuses)

+45% attack speed +15% Basic attack damage +5% movement speed
Same passives

+30% attack speed +15% Basic attack damage +5% movement speed
Same passives
+40% attack speed
+15% Basic attack damage
+7% movement speed
Unique passive - wind's fury - fire up to 2 bolts to attack nearby enemies when you attack which deal 25% of your basic attack damage and apply on hit effects
Passive - deal 15 bonus damage on hit
+35% attack speed
+15% basic attack damage
+5% movement speed
Passive - Energized
Unique passive - Shiv lightning - when full energized, your next basic attack does 50-120 bonus magic damage to up to 5 nearby enemies. Bonus basic attack damage applies to Shiv lightning.
+15% attack speed
+10% auto attack damage
Unique passive - +5% movement speed

60 armor 500 health -10% effect of bonus basic attack damage from the attacker
Unique passive - cold steel - When hit by basic attack's the attacker's attack speed is reduced by 15%
Unique active - Reduce bonus attack damage stats on all nearby enemies by 50% and slow them by 35% for 4 seconds. (90 second cd)

Passive - Tryndamere gains 8 Fury each time he lands a basic attack, and 10 Fury each time he kills an enemy. After not dealing or receiving damage for 8 seconds, Tryndamere loses 5 Fury per second.
Tryndamere's basic attacks deal 0.2% more damage per point of fury that he has up to 20% at 100 fury.

Passive: intent - all bonuses to Yasuo's basic attack damage are doubled (up to 50%) but his basic attacks and Steel Tempest respectively deal 80% damage.
This means that if he builds a Phantom Dancer first item, he will get +30% basic attack damage and if he builds Statikk Shiv second item it will give him +20% basic attack damage because he has reached the 50% limit. Further +basic attack damage items will get their normal value after this.

Only including the relevant stuff here so we don't get a novel.
Passive - instead of critical striking on every fourth hit, he will deal 100% increased damage. This bonus multiplies with +basic attack damage.
His basic attacks do 25% reduced damage.
He gains 2-40% bonus attack damage based on level
He gains half of his bonus basic attack damage as attack damage.
He gains 25% bonus attack damage per 100% attack speed.

Passive - attacks against frosted enemies deal 10% more damage stacking multiplicative with bonus basic attack damage.
W - base damage is doubled to 40/70/100/130/160 and it gets full effect from bonus basic attack damage
All other champion abilities that grant critical strike chance instead grant +100% bonus attack damage additively with items.
These include
.
Abilities that can crit like
instead have bonus basic attack damage apply to those abilities.
We now have
with
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which would give him 175 AD and 218% basic attack damage. With no runes or masteries, his basic attacks would do 591 damage.
Currently, the same build would give him 80% crit chance, 250% crit damage, and 145 AD which would give him 482 damage per auto attack on average. If he gets lucky with all crits it would be 603 damage per hit.
with